When Garrosh encouraged Grommash to begin construction of this massive stronghold at the heart of Tanaan Jungle, to serve as a staging ground for the assault of Azeroth, he even suggested the name Hellfire, pulled from a different time and a different land. He dreamed of seeing mighty orcish iron towering over an unblighted landscape, so very different from the wasteland he had known in Outland. But even as times change, so too do they stay the same.

Hellfire Assault

With the aid of the mercenary Blackfuse company, the Iron Horde constructed devastating siege machinery in the shadow of Hellfire Citadel, to be used in the eventual assault upon Azeroth's capitals. With the tanks now retrofitted to use fel energy, Siegemaster Mar'tak awaits Gul'dan's command to begin the assault.

Overview: Players attempt to turn the massive Hellfire Cannons in the Citadel's courtyard against the mighty gate of the Citadel, while fending off Siegemaster Mar'tak and her militarized force.Throughout the encounter, waves of enemies rush at the players, periodically accompanied by huge siege weapons that seek to destroy the Cannons and the players defending them. Destroying these siege weapons allows players to salvage Felfire Munitions, which may be brought to the Hellfire Cannon, allowing it to continuously fire Hellfire Rounds at the Reinforced Hellfire Door.Once players successfully breach the Reinforced Hellfire Door, Siegemaster Mar'tak's forces retreat into the Citadel.

Damage Dealers:Quickly defeat Gorebound Felcasters after they use [Metamorphosis] to become a Gorebound Terror.Defeat Fel-Infused Siege Weapons to keep the Hellfire Cannons alive.

Tanks:Be ready to grab the attention of any Hellfire Reinforcements.[Slam] stacks increase Physical damage taken, so be wary when tanking multiple enemies and a Hulking Berserker.

Hellfire Cannon: Upon starting the encounter, players commandeer both Hellfire Cannons. Siegemaster Mar'tak's forces continually pour forth from Hellfire Citadel to prevent players from capitalizing on posession of these cannons.Based on available Felfire Munition reserves, the Hellfire Cannon will continuously fire at the Reinforced Hellfire Door.

Felfire Munitions: Felfire-Imbued Siege Vehicles carry Felfire Munitions into battle. Upon death, the Felfire Munitions drop to the ground, allowing a player to pick it up. The Felfire Munitions despawn if not picked up within 1.50 min.Upon being picked up, a player gains Haste, increasing movement speed by 100% for 9 sec. While being carried, the Felfire Munitions inflicts 35000 Fire damage every second.

Howling Axe: Hurls a notched axe at a target, which strikes all marked targets before returning to the caster. Upon impact with each target, inflicts 166250 to 183750 Nature damage to enemies within 8 yards.

Shockwave: Sends a shockwave in a targeted direction, inflicting 170625 Nature damage and knocking back enemies within 4 yards of each impact.

Metamorphosis: Transforms into a demonic entity, inflicting 33250 to 36750 Fire damage and knocking back enemies within 5 yards and buffs the caster, increasing damage by 30% and movement speed by 70%.Immune to crowd control effects.

Repair: Repairs a targeted vehicle, healing it for 2% of total health every half-second. (Mythic, Heroic)

Conducted Shock Pulse: Shocks a target with a conductive shock pulse, inflicting 57000 to 63000 Nature damage and stunning the target for 6 sec. This damaging effect may jump up to 3 additional targets.

Boom: Sets an explosive charge at a target's feet, inflicting 95000 to 105000 Fire damage to targets within 5 yards after a short duration.

Corruption Nova: Spews a stream of vile corruption, inflicting 71250 to 78750 Shadow damage to enemies within 2 yards of each impact location.

Corruption Bolt: Hurls a ribbon of corruption at the target, inflicting 42750 to 47250 Shadow damage.

Corruption Siphon: Corrupts the soul of a target, draining all but a sliver of their health, healing the caster for 3 times the drained value, and absorbing healing equal to the drained health for 15 sec.

Siege Nova: Fires a series of mortars in a targeted direction, each inflicting 71250 to 78750 Fire damage to enemies within 3 yards of each impact.Additionally, a final mortar blast strikes enemies within 100 yards for 308750 to 341250 Fire damage, partially decreasing in damage as distance increases.

Call to Arms!: The Felfire Transporter delivers a seemingly endless supply of units to the front lines.

Iron Reaver

The schematics for the Iron Reaver were found in the workshop of Blackfuse himself after the fall of Orgrimmar, drawing inspiration from the mighty constructs of the Legion and designed to be the nefarious goblin's masterwork. The project was completed after his death, and represents the pinnacle of the Iron Horde's military might.

Overview: Before reaching full power, the Iron Reaver fights enemies on the ground, leveraging her size and technological superiority against opponents. Upon reaching full power, the Iron Reaver takes to the skies. While flying, the Reaver takes 95% reduced damage and has access to an arsenal of new devastating abilities.

Tanks:When the Iron Reaver marks you for [Artillery], move away from other raid members before the Reaver finishes locking on.

Healers:[Pounding] inflicts high raid-wide damage.Spread out to reduce the chance that [Unstable Orb] damages multiple allies.

Damage Dealers:Spread out to reduce the chance that [Unstable Orb] damages multiple allies.When the Iron Reaver marks you for [Artillery], move away from other raid members before the Reaver finishes locking on.

Ground Operation:Before reaching full power, the Iron Reaver fights enemies on the ground, leveraging her size and technological superiority against opponents.

Immolation: A sticky, fiery patch burns the ground, inflicting 12000 Fire damage every second for 9 sec. This effect stacks.Various abilities in the encounter may manipulate these patches.

Artillery: Fires an overheated Artillery shell at a target, inflicting 450000 Fire damage to all targets, decreasing in damage based on distance from the impact point, up to 40 yards. Overall damage is decreased by 55% while flying.

Unstable Orb: Fires an Unstable Orb at targets, burning all targets within 8 yards for 18000 Fire damage every second for 15 sec. This effect stacks.

Barrage: Fires a massive barrage of superheated shells in a frontal cone, inflicting 256500 to 283500 Fire damage to enemies within 5 yards of each impact location.

Pounding: Pounds the ground for 15200 to 16800 damage every half-second for 6 sec.

Blitz: Charges in a targeted direction, grabbing all enemies within her path. Targets are silenced and pacified while moving.Being struck by Blitz inflicts 95000 to 105000 Fire damage and an additional 7500 Fire damage every half-second for 15 sec. This effect stacks.

Firebomb: Launches a Firebomb at a targeted location, inflicting 190000 to 210000 Fire damage to enemies within 5 yards of the impact location and creating a Firebomb. (Mythic)

Volatile Firebomb: This Volatile Firebomb detonates if not defeated within 25 sec, inflicting 97500 to 102500 Fire damage to all enemies and increasing Firebomb damage taken by 50% for 30 sec. This effect stacks and also knocks away nearby Immolation patches.

Air Operation:Upon reaching full power, the Iron Reaver takes to the skies. While flying, the Reaver takes 95% reduced damage and has access to an arsenal of new devastating abilities.

Immolation: A sticky, fiery patch burns the ground, inflicting 12000 Fire damage every second for 9 sec. This effect stacks.Various abilities in the encounter may manipulate these patches.

Artillery: Fires an overheated Artillery shell at a target, inflicting 450000 Fire damage to all targets, decreasing in damage based on distance from the impact point, up to 40 yards. Overall damage is decreased by 55% while flying.

Firebomb: Launches a Firebomb at a targeted location, inflicting 190000 to 210000 Fire damage to enemies within 5 yards of the impact location and creating a Firebomb.

Volatile Firebomb: This Volatile Firebomb detonates if not defeated within 25 sec, inflicting 97500 to 102500 Fire damage to all enemies and increasing Firebomb damage taken by 50% for 30 sec. This effect stacks and also knocks away nearby Immolation patches. (Normal, Heroic, Raid Finder)

Quick-Fuse Firebomb: This Quick-Fuse Firebomb detonates if not defeated within 12 sec, inflicting 48750 to 51250 Fire damage to all enemies and increasing Firebomb damage taken by 50% for 30 sec. This effect stacks. (Mythic)

Burning Firebomb: Attacks against the Burning Firebomb afflict the attacker with Flame Vulnerability, increasing Fire damage taken by 15% for 6 sec. This effect stacks.This Burning Firebomb detonates if not defeated within 40 sec, inflicting 121875 to 128125 Fire damage to all enemies and increasing Firebomb damage taken by 50% for 30 sec. This effect stacks. (Mythic)

Reactive Firebomb: Leaping on top of a Reactive Firebomb destroys it, inflicting 585000 to 615000 Physical damage.This Burning Firebomb detonates if not defeated within 30 sec, inflicting 487500 to 512500 Fire damage to all enemies and increasing Firebomb damage taken by 50% for 30 sec. This effect stacks. (Mythic)

Reinforced Firebomb: This Reinforced Firebomb detonates if not defeated within 1.25 min, inflicting 487500 to 512500 Fire damage to all enemies and increasing Firebomb damage taken by 50% for 30 sec. This effect stacks. (Mythic)

Kormrok

As ancient as Draenor itself, Kormrok once ruled Gorgrond, the creatures of the land slinking away from the giant magnaron's destructive fury. But then the Iron Horde came, trapping the behemoth and attempting to break his will. They were entirely unsuccessful... that is, until the rise of Gul'dan, and the fel power that Kormrok could not resist.

Splash: Liquid in the pool splashes out onto the ground, leaving behind residue that will damage players who stand in the residue. Players can absorb the initial splashes, keeping the ground beneath them clear from residue. (Mythic)

Pound: Kormrok slams the ground repeatedly, creating shockwaves under all players that inflict 41208 to 47892 Physical damage to all enemies within 4 yards every second.

When empowered, this abiliity causes all three pools to send out globules.

Explosive Runes: The caster creates Explosive Runes on the ground. If these runes aren't triggered within 15 sec they will explode, inflicting 263250 to 276750 Fire damage to all enemies.Triggering the rune results in a smaller explosion, inflicting 202500 Fire damage to the triggering player.

When empowered, triggering the rune causes it to try and reform nearby. Explosive Runes will not reform on top of an existing Explosive Rune, nor will they reform if they are the last Explosive Rune active.

Grasping Hands: Kormrok summons several stone hands under the feet of his enemies, inflicting 50000 Physical damage to all enemies with 4 yards of the victim. These hands hold the victim in place until they are killed.While held, the victim suffers 60750 Physical damage every 3 sec.

The victim is afflicted with Fel energies, increasing the magical damage they take by 50%.

Foul Crush: Kormrok summons a Foul Hand underneath the target. The victim is immediately grabbed and crushed for 60000 Physical damage every 1 sec. until the hand is destroyed.The victim is afflicted with Fel Touch.

Fel TouchUnlimited rangeInstant

The victim is afflicted with Fel energies, increasing the magical damage they take by 50%.

Fel Touch: The victim is afflicted with Fel energies, increasing the magical damage they take by 50%.

Hellfire High Council

Thousands of Iron Horde orcs accepted the blood of Mannoroth, but few grew as powerful as these three champions. Dia Darkwhisper, master of Void magic and an outcast of the Shadowmoon, rose quickly to power as the left hand of Gul'dan. Gurtogg, with his insatiable hunger for blood, emerged the victor in hundreds of trials by combat. He has met his match only once, fighting Blademaster Jubei'thos to a draw. Tainted with fel sickness, they serve Gul'dan as both Highguard and Council of War.

Overview: Each member of the council has a special attack that they will only use below 30% health. These effects will persist until the end of the encounter.

Tanks:When Dia Darkwhisper uses [Nightmare Visage], use defensive abilities to reduce the damage you take. Keep Dia Darkwhisper away from her allies, else they will gain the effects of [Void Haze].Move away from the impact point of Gurtogg Bloodboil's [Demolishing Leap] to minimize damage taken.

Healers:Dispel Dia Darkwhisper's [Mark of the Necromancer] before its damage becomes lethal, but do not dispel prematurely as doing so causes the effect transfers to 2 additional targets when dispelled.Use defensive abilities to maximize your chance of survival if Gurtogg Bloodboil targets you with his [Fel Rage].Move away from the impact point of Gurtogg Bloodboil's [Demolishing Leap] to minimize damage taken.

Damage Dealers:If you are afflicted with [Mark of the Necromancer] when Dia Darkwhisper casts [Reap], the ground beneath your position will burn for the remainder of the encounter, so position yourself carefully.Use defensive abilities to maximize your chance of survival if Gurtogg Bloodboil targets you with his [Fel Rage].Move away from the impact point of Gurtogg Bloodboil's [Demolishing Leap] to minimize damage taken.

Fel Blade: Jubei'thos hurls his flaming blade, inflicting 97500 to 102500 damage to enemies with which it comes into contact.

Felstorm: Jubei'thos whirls a fiery tempest at enemies, inflicting 12285 to 12915 Fire damage to all enemies every second for 8 sec.

Windwalk: Jubei'thos disappears into the wind, summoning Mirror Images. He will re-emerge after 45 seconds or when all images have been defeated, whichever occurs first.

Mirror Images: Jubei'thos summons decoys of himself. He will re-emerge when all of his images have been destroyed, or after enough time has passed.

His Final Hour: Upon reaching 30% health remaining, Jubei'thos will begin to cast Wicked Strike. After his death the images of Jubei'thos will continue to haunt players, striking them from the shadows.

Wicked Strike: An image of Jubei'thos appears behind half of all living players, striking them for 84474 Fire damage. This effect increases in damage over time.When Jubei'thos is defeated, he continues to haunt players from the grave, Wicked Striking them until the encounter is defeated.

In Mythic difficulty, Mark of the Necromancer bounces to 3 targets, instead of 2.

Reap: Dia reaps all marked targets, causing her mark to burn into the ground. This mark inflicts 58500 to 61500 Shadow damage to all enemies within the effect every second.

Burden of the Necromancer: When Mark of the Necromancer is dispeled, it will detonate for 29250 to 30750 Shadow damage to all enemies. (Mythic)

Wailing Horror: Dia shrouds the room in darkness, inflicting 102375 to 107625 Shadow damage to all enemies every second. Darkness amasses, causing Wailing Horrors to form in random locations and sail across the room. These horrors will inflict 102375 to 107625 Shadow damage to enemies with which they come into contact. (Mythic, Normal, Heroic)

Her Final Hour: Upon reaching 30% health remaining, Dia Darkwhisper is overcome by darkness, applying Mark of the Necromancer to half of all remaining foes. In her madness, she will no longer use Reap.

Fel Rage: Gurtogg goes into a fel rage, focusing on a random enemy. A sickening fel energy courses through their veins, causing them to gain extra defenses. Successful melee attacks will cause Gurtogg to increase his attack speed by 10% in all difficulties except Looking For Raid.

Demolishing Leap: Gurtogg crashes around the room, inflicting up to 341250 to 358750 Physical damage to players based on proximity to his impact.

His Final Hour: Upon reaching 30% health remaining, Gurtogg begins to cast Tainted Blood until he is defeated.

Tainted Blood: Gurtogg taints the blood of his enemies, limiting their maximum health value by 10% per application. This effect stacks, and persists until the encounter is over.

Kilrogg Deadeye

Kilrogg Deadeye, Warlord of the Bleeding Hollow, seized control of his clan after performing a ritual to learn of his death. With this knowledge, he led his clan fearlessly on countless campaigns, marching toward the glorious end he desires. Now, with demon blood coursing through his veins, Kilrogg awaits you in Hellfire Citadel, awaiting the moment of his death, or yours.

Overview: Kilrogg's [Visions of Death] transports players to the moment of their doom. The more demons a player kills during this phase, the greater stacks of [Undying Resolve] they receive. Failure to send anyone to this phase results in heavy raid damage. As the fight progresses, Kilrogg calls for his clansmen to drink the fel blood within the chamber. If these Salivating Bloodthirsters reach the blood, they transform into Hulking Terrors.

Fel Corruption: Throughout the fight, Fel Corruption is inflicted onto the raid. As Fel Corruption increases on a target, it inflicts increasing damage over time.At 100 Fel Corruption, the target is dominated by the Burning Legion.

Death's Door: Increases damage of the next Death Throes by 12%. This effect Stacks.

Vision of Death: Fel energy pours from Kilrogg's eye socket, transporting enemies who bask in its light to the moment of their doom. If not enough targets are found, Kilrogg inflicts 100000 Fire damage to the raid.

Undying Resolve: With the knowledge that Kilrogg will not be your undoing, your damage is increased by 10% for 1 min.

Undying Salvation: With the knowledge that Kilrogg will not be your undoing, your healing is increased by 10% for 1 min.

Cleansing Aura: With the knowledge that Kilrogg will not be your undoing, you reduce Fel Corruption from nearby allies for 1 min.

Cinder Breath: Unleashes a burst of Felfire in front of the caster, inflicting 172520 to 190682 Fire damage on impact and an additional 20000 Fire damage every 2 sec for 8 sec.

Gorefiend

Falling into the heart of the mausoleum Auchindoun, the Shadow Council lieutenant Teron'gor gorged upon hundreds of draenei souls, becoming a bloated abomination in the process. More than just an orc now, Teron'gor gave up his old name and has taken a new one: Gorefiend.

Overview: Gorefiend devours the spirits of players who otherwise would have suffered fatal damage. When consumed, players enter Gorefiend's stomach, which is full of hostile Trapped Souls that attempt to escape into the outside world to attack the raid. While inside Gorefiend's stomach, players can damage these Souls to weaken or defeat them before they escape.Each Soul that is released or slain reduces Gorefiend's energy. When Gorefiend reaches zero energy he begins a Feast of Souls, which recharges him to begin his assault anew.

Healers:[Shadow of Death] targets random players. When slain, fully heal Tortured Essences to free them from Gorefiend's power.If afflicted with [Touch of Doom], move as far away from other players as possible.Move quickly towards the immobilized target if afflicted with [Shared Fate]

Tanks:[Shadow of Death] targets random players. When slain, tank the Enraged Spirit within Gorefiend's stomach.Avoid the Enraged Spirit's [Fel Fury].At 70% life, the Enraged Spirit escapes from the stomach and becomes a powerful Gorebound Spirit that must be tanked.When Gorefiend reaches 0 energy he begins a [Feast of Souls].

Devourer of Souls: Players who are killed are not slain outright. Instead, Gorefiend devours their souls, placing them in his stomach where they will be Digested. Players who have recently been consumed are afflicted with Gorefiend's Corruption and if they die again their soul is lost.

Corrupted Soul: When a player is slain a fragment of their soul is left behind and deeply corrupted by Gorefiend. The result is a being of pure malice, bent on consuming the living. Only when this fragment is destroyed will the player who was consumed be freed from Gorefiend's stomach. (Mythic)

Resisting: After 30 sec. the player tied to this soul will be Digested. (Mythic)

Touch of Doom: Inflicts up to 162000 Shadow damage to all allies after 8 sec. Allies farther from the detonation take less damage. The explosion also forms a Doom Well at the feet of the afflicted player. (Mythic, Heroic, Normal)

Touch of Doom: Inflicts up to 162000 Shadow damage to all allies after 8 sec. Allies farther from the detonation take less damage. (Raid Finder)

Shared Fate: Gorefiend twists the soul of a player, rooting that target and binding them to 2 other players.This effect inflicts 51750 Shadow damage to all targets every 2 sec until all afflicted players are within 6 yards of the rooted player.All afflicted players take 275000 Shadow damage if the effect is not canceled within 10 sec. (Heroic, Mythic, Normal)

Surging Shadows: Causes each player to emit a pulse of shadowy magic that inflicts 56181 to 59064 Shadow damage to all allies within 5 yards.

Crushing Darkness: Creates a series of explosions that inflict 196218 to 206282 Shadow damage to all enemies within 4 yds of the impact.

Unstable Soul: Touching an Unstable Soul causes it to collapse inflicting 53625 to 56375 Shadow damage to all players and an additional 13125 to 21875 Shadow damage to players within 10 yds. of the detonation.

In Mythic difficulty Gorefiend's Corruption is only removed when a player collapses an Unstable Soul.

Trapped Souls

Shadowy Construct: The twisted remains of a soul walk towards the center of Gorefiend's stomach before being released and empowered.

Gorefiend's Command: The caster's movement speed increases by 25% and becomes immune to crowd control effects.

Tortured Essence: A draenei spirit bound to Gorefiend's will. The spirit moves towards the center of the stomach where it will be fully corrupted and released. Healing the spirit to full releases it from Gorefiend's grasp.

Gorefiend's Command: The caster's movement speed increases by 25% and becomes immune to crowd control effects.

Hunger for Life: The Gorebound Construct fixates upon a random player and hungrily moves towards them, increasing in speed over time. Upon reaching the target the construct inflicts 3000000 Shadow damage to all enemies within 10 yds. before crumpling into dust.

Shadow-Lord Iskar

After Iskar's efforts to resurrect Terokk and return to power ended in frustration, he was approached by Gul'dan with an offer and a promise to break the ancient curse of Sethe. No longer flightless, elevated from the shadows yet still a master of illusion and deception, Iskar's hour of vengeance is at hand.

Overview: Shadow-Lord Iskar weaves illusions that deceive the raid, but the nearby Eye of Anzu provides the key to seeing through the twisted arakkoa's deception. Players may pass the Eye around among raid members to counter specific attacks of Iskar and his minions. Periodically, Iskar takes to the skies and channels powerful beams of fel energy, as his minions swoop down to attack on the ground.

Phantasmal Winds: Overwhelms enemies with the illusion of wind that pushes them towards the edge of the cliff. Holding the Eye of Anzu removes the illusion.

Fel Chakram: Shadow-Lord Iskar hurls a Fel Chakram that ricochets off of three players before returning to him. Upon impact with these targets the chakram will explode, inflicting up to 130000 Fire damage to all enemies based on their proximity to the explosion. Additionally, this chakram inflicts 130000 Fire damage to any players through which it passes on the way to the target.

Phantasmal Wounds: Shadow-Lord Iskar unleashes phantasmal bolts that wound their targets, causing them to bleed profusely until healed past 90% of their maximum health. It inflicts 120000 Shadow damage, and then deals 40000 Shadow damage every 2 seconds until healed past 90% of their maximum health. Holding the Eye of Anzu removes the illusion.

Fel Incineration: A beam of fel corrupted light fixates on a target igniting the ground and inflicting 120000 Fire Damage every 1.5 sec.

Chains of Despair: Links pairs of enemies together with Dark Bindings. The Eye of Anzu enables you to see who you are partnered with. (Mythic)

Dark Bindings: Phantasmal chains attach you to another, inflicting 30000 Shadow damage every 1.5 sec. for 30 sec. While chained Abandoned Hope will be triggered if Dark Bindings expires, your partner dies, or you stand near anyone with Dark Bindings that is not your partner. Abandoned Hope will inflict 1425000 to 1575000 Shadow damage if triggered. Standing near your partner will dispel the chains. (Mythic)

Phantasmal Corruption: Infects the target with Phantasmal Corruption, causing them to explode, inflicting 185803 Fire damage to nearby enemies and increases damage taken by Fire by 100% for 10 sec. Anyone holding the Eye of Anzu is immune.

Fel Conduit: Channels Fel Chain Lightning every 1.5 sec, dealing 133000 to 147000 Nature damage and then jumping to additional nearby enemies. Affects 5 total targets. Every cast of Fel Chain Lightning also increases Nature damage dealt by 25%. Can only be interrupted by an enemy holding the Eye of Anzu.

Socrethar the Eternal

The greatest warriors of the draenei have their souls imbued into gleaming constructs, serving as eternal Vigilants in defense of their people. Originally a member of the Council of Exarchs before his descent into darkness, Socrethar has perverted this holiest of rituals, and used a warped fel construct to preserve his soul after his defeat in Talador.

Overview: Socrethar begins the encounter occupying the Soulbound Construct.When players deplete the Soulbound Construct's health, Socrethar's spirit will be ejected from the construct, and a player can take control of it. The Sargerei then stream into the chamber, and together with Socrethar attempt to regain control of the Construct. When the Construct's health is depleted when controlled by a player, they are ejected and Socrethar regains control, beginning the cycle again.Players must destroy Socrethar's soul to complete the encounter.

Damage Dealers:Raid members must take turns absorbing [Shattered Defenses] to keep the tanks from suffering fatal damage.Interrupt [Exert Dominance] to prolong the period of time that your tank is able to control the Construct.Do not let Haunting Souls reach their targets.

Healers:Raid members must take turns absorbing [Shattered Defenses] to keep the tanks from suffering fatal damage.[Apocalypse] deals heavy damage to the raid.Run away from Haunting Souls who are fixated on you.

Tanks:Alternate who is tanking the Soulbound Construct to prevent [Shattered Defenses] from stacking too high.One tank should take control of the Construct when Socrethar is ejected.When controlling the construct, avoid [Soul Dispersion] by staying away from Haunting Souls.

Apocalyptic Felburst: Creates a large Fel bomb that drops at a targeted location, inflicting 3000000 Fire damage to targets directly underneath the bomb, and 208125 to 241875 to all other targets. (Mythic)

Overwhelming Power: The power of Socrethar's soul cannot be fully bound within the construct, causing bolts of fel to temporarily burn players for 60000 Fire damage every 1 sec for 3 sec.

Incomplete Binding: Players have an incomplete binding with the construct and inflict 33% reduced damage while controlling it.

Soul Regeneration: Heals the caster for 100% of their maximum health, causing them to fixate on a new target and removing Blooded Tracker.Voracious Soulstalkers will cast Soul Regeneration upon reaching 50% health. (Mythic)

Virulent Haunt: Haunts the fixated player and any other nearby players, inflicting 50875 to 59125 Shadow damage every 1 sec. and horrifying them for 8 sec.

Ghastly Fixation: Fixates on a target, destroying itself and applying Virulent Haunt if it reaches them.

Soul Dispersion: If a haunting soul comes within 5 yds. of the Soulbound Construct, it will disperse its energy into the construct, inflicting 15 Shadow damage.

Fel Lord Zakuun

Speculated by some scholars of the Legion to be an evolved version of the common felguard, Fel Lords serve as enforcers in the direct service of Archimonde. Their cruelty is matched only by their brute force. Zakuun was set to a task that called upon both of these traits in equal measure: breaking the iron will of a stubborn and defiant orc chieftain of the Warsong Clan....

Overview: Zakuun alternates between attacking with his axe, and flinging it to the ground to strike with his fists, modifying his abilities in the process. Throughout the encounter, Zakuun attempts to form Fel Crystals, though players may prevent this process by absorbing the energy themselves. In either case, some of Zakuun's abilities will trigger a massive explosion if they strike either a Crystal or a player with absorbed Latent Energy.

Destructive Forces: Some of the Fel Lord's abilities will trigger an explosion if they strike a player who has Latent Energy.

Wake of Destruction: Sends out a Wake of Destruction that will explode when it reaches its target destination or comes in contact with any player or Fel Crystal.

Wake of Destruction: The Wake of Destruction explodes on contact, inflicting 138750 to 161250 Shadow damage to all players within 3 yards. Any Latent Energy in the area will be unleashed.

Ring of Destruction: A Ring of Destruction expands outward rapidly, inflicting Shadow damage to all enemies in its path. Jumping over the Ring avoids its damage.

Fissures and Crystals: Zakuun creates Rumbling Fissures on the ground nearby. If a Rumbling Fissure is not absorbed by standing within it, it forms a Fel Crystal.

Rumbling Fissure: The caster creates a fissure of Fel energy at the location that will persist unless a player stands within its confines for 5 sec.Players who do so are afflicted with Latent Energy.The last Rumbling Fissure present after any others have been absorbed will immediately transform into a Fel Crystal.

Fel Crystal: A Fel Crystal laced with Latent Energy erupts from the fissure. Standing near the Fel Crystal inflicts 50000 Fire damage to the target every 1 sec.As long as the Fel Crystal stands it will inflict 9000 Fire damage to all players every 3 sec.

Armed: At the beginning of the fight Zakuun is armed with his axe. While Armed, Zakuun swings slowly and hits a single target with his melee attacks.

Soul Cleave: Inflicts 242812 to 282188 Shadow damage to the target.Victims are afflicted with Cloven Soul and are Disembodied.

On Mythic Difficulty, Soul Cleave hits up to 5 targets within 5 yards. Only the primary target is afflicted with Cloven Soul; but all targets hit by Soul Cleave are Disembodied.

Disembodied: The victim's soul is removed from their body and transported to the Shadow Realm. When the victim re-enters the Mortal Realm an orb of Residual Energy is left behind in the Shadow Realm.Any Latent Energy on the victim is left behind in the Shadow Realm.

On Heroic and Mythic Difficulties, when the victim re-enters the Mortal Realm, Wakes of Destruction are unleashed.

On Mythic Difficulty, players who had Latent Energy while Disembodied gain Exhausted Soul after Disembodied ends.

Invigorated: The return of the caster's soul Invigorates them, increasing their versatility, mastery, and haste by 30%.

Exhausted Soul: The victim's soul is exhausted for 2.50 min, rendering them unable to absorb the energy of Rumbling Fissures. (Mythic)

Cloven Soul: The victim's defenses are weakened, increasing the Shadow damage they take by 100% for 1.50 min.

Residual Energy: Residual Energy is left behind whenever a player leaves the Shadow Realm and will continually fire either Wakes of Destruction or Rings of Destruction.

Befouled: Healing received by Befouled targets is absorbed. When enough healing has been absorbed, a Foul Explosion is released.

Foul ExplosionUnlimited rangeInstant

Latent Shadow energies are released, exploding for 231250 to 268750 Shadow damage to all other players within 6 yards.

Foul Explosion: Latent Shadow energies are released, exploding for 231250 to 268750 Shadow damage to all other players within 6 yards.

Disarmed: Zakuun hurls his axe at the target location, where it lodges in the floor and damages the raid with Fel Explosions.While Disarmed, Zakuun attacks with both fists, is Heavy Handed, and gains 30% haste.

Fel Explosions: The Fel Lord activates the power within their axe, causing it to release a violent explosion of Fel eneregy every 3 sec. that inflicts 56943 to 66177 Fire damage to all players for 30 sec.

Heavy Handed: The caster is Heavy Handed. All attacks made by the caster strike the next closest target. If no target is found, the primary target is struck again.

Seed of Destruction: The caster chooses 5 targets, causing them to emit 8 Wakes of Destruction after 5 sec.

Heavily Armed: The caster is Heavy Handed. All attacks made by the caster strike the next closest target. If no target is found, the primary target is struck again.

Xhul'horac

Summoned by Gul'dan from the depths of the Twisting Nether, Xhul'horac is one of most powerful of the Void Revenants - a race of parasitic void-beings that tear holes through the planes of reality, consuming and absorbing the energies and beings within. Gul'dan has twisted Xhul'horac, feeding him overwhelming Fel energy, and using his powers to tear open the portals through which he plans to rally the forces of the Burning Legion.

Overview: Two portals dominate Xhul'horac's room: one powered by void, and one by the Legion's fel magic. Xhul'horac activates the Fel portal first, granting him fel abilities and summoning first Imps and then Vanguard Akkelion. When Akkelion dies, Xhul'horac activates the void portal, granting him void abilities and summoning Unstable Voidfiends and then Omnus.Once Omnus is defeated, Xhul'horac gains the energy of both fel and void, rapidly switching between elements. Once he reaches 20% health, he completely absorbs the power of both portals and must be quickly defeated.

Unleashed Energies:Throughout the encounter, Xhul'horac focuses the wild energy of fel and void in his summoning chamber, letting them smolder out of control - and mixing them with deadly results.

Feltouched: Players who take Fire damage within Xhul'horac's chamber become Feltouched as latent fel energies course through them.If a player takes Shadow damage while Feltouched, they will cause a Shadowfel Annihilation, and lose Feltouched.

Voidtouched: Players who take Shadow damage within Xhul'horac's chamber become Voidtouched as the void takes root within them.If a player takes Fire damage while Voidtouched, they will cause a Shadowfel Annihilation and lose Voidtouched.

Chaotic Felblaze: Creates a patch of chaotic felfire, which will spread over time. Players who touch the felfire will be afflicted by Felsinged.If Chaotic Felblaze spreads into Creeping Void, a Shadowfel Annihilation will go off at the location where they touch.

Creeping Void: Creates a patch of void which will spread over time. Players who touch the void will be afflicted by Wasting Void.If Creeping Void spreads into Chaotic Felblaze, a Shadowfel Annihilation will go off at the location where they touch.

Shadowfel Annihilation: The energies of Shadow and Fel react, unleashing a massive explosiom.Within 20 yards, inflicts 161875 to 188125 Shadowflame damage and destroys any patches of Creeping Void or Chaotic Felblaze that it touches.Inflicts 23125 to 26875 Shadowflame damage to all other players. Targets within 20 yards take increased damage from further Shadowfel Annihilations by 100% for 2 min.Players who cause a Shadowfel Annihilation are stripped of Feltouched, Voidtouched, Blazing, Wasting Void and Felsinged.

Stage One: The Legion's Flame:Xhul'horac, tainted with Fel energy, summons forth servants of the Legion and attacks with Fel magic.

Chains of Fel: Tethers players together with fel chains, inflicting 25000 Fire damage every second per stack. Players gain a stack for each player they are tethered to. Affected players can move away from each other to break the chains.

Fel Orb: The caster conjures an orb of Fel fire. If the fire touches a player, they absorb it and are afflicted by Ablaze.If it travels too far without impacting a player, it will fall to the ground, creating a patch of Chaotic Felblaze.

Black Hole: Tears a hole in the fabric of reality, inflicting 33333 Physical damage to all players every 1 sec. and pulling them towards the Black Hole. If any player enters the Black Hole, they will unleash a Singularity.

Empowered Chains of Fel: Once Akkelion is defeated, Xhul'horac absorbs his power, granting him Empowered Chains of Fel.Tethers players together with fel chains, inflicting 25000 Fire damage every second per stack. Players gain a stack for each player they are tethered to. Affected players can move away from each other to break the chains. Breaking Empowered Chains of Fel causes a Fel Snapback. (Mythic)

Empowered Black Hole: Once Omnus is defeated, Xhul'horac absorbs his power, granting him Empowered Black Hole.Tears a hole in the fabric of reality, inflicting 33333 Physical damage to all players every 1 sec. and pulling them towards the Black Hole. If any player enters the Black Hole, they will unleash a Singularity. (Mythic)

Empowered Singularity: Inflcits 900000 Shadow damage divided among all players within 8 yards, destroys the Black Hole, and increases damage taken from further Empowered Singularities by 1000%. (Mythic)

Void Surge: Fills a player with void energy, inflicting 62500 Shadow damage every 2.5 sec for 5 sec.When this effect expires, it will spread a large patch of Creeping Void.

Stage Four: Tearing Apart:Xhul'horac completely absorbs the energy of both the Void and Fel portals, preventing any new creatures from coming through them, and rapidly destabilizing.

Overwhelming Chaos: Overwhelmed by the combined energies of Fel and Shadow, Xhul'horac unleashes a burst of pure energy every 10 sec., increasing his damage dealt by 20% and inflicting 115625 to 134375 Chaos damage to all players.This effect stacks.

Tyrant Velhari

When Gul'dan brought his gift to the Sargerei, Velhari had already made her ambitions clear and risen through the ranks with brutal ferocity. Known to her enemies as the Tyrant, Velhari was one of the first to accept the fel touch, further enhancing her combat prowess. Velhari now bears a mockery of the holy symbol of the Naaru, signifying her conviction to the new order.

Overview: Tyrant Velhari begins the fight with [Aura of Oppression]. When she loses 10% of her health, Velhari calls forth an Ancient Enforcer to assist her in combat.At 70% health, Velhari switches her active aura to [Aura of Contempt]. When she loses 10% of her health, Velhari calls forth an Ancient Harbinger to restore her health.At 40% health, Velhari once more switches her active aura to [Aura of Malice]. When she loses 10% of her health, Velhari calls forth an Ancient Sovereign to bolster her defenses.

In Mythic difficulty, each aura persists but decreases in strength when the corresponding phase ends.

Damage Dealers:Quickly defeat the Ancients called in to assist Velhari.Stand near players afflicted with [Edict of Condemnation] to reduce the damage each individual suffers.

Healers:[Touch of Harm] places a large heal absorb on a player. Heal the player to remove it, dispelling if that player's health gets low.Stand near players afflicted with [Edict of Condemnation] to reduce the damage each individual suffers.

Tanks:[Seal of Decay] can quickly stack in effect. Avoid allowing it to accumulate too much.Stand near players afflicted with [Edict of Condemnation] to reduce the damage each individual suffers.

In Mythic difficulty, this aura persists but decreases in strength when the phase ends.

Annihilating Strike: Tracks a player, slashing out in a cone for 180352 to 199337 Fire damage. All players struck create a Searing Blaze at their location.Generates 1 Corrupt Power.

Searing Blaze: Creates a Searing Blaze at the target's location. After a short duration, the Searing Blaze explodes, inflicting 60539 to 66913 Fire damage to players within 2 yds. and knocking them into the air.

Searing Blaze: Creates a Searing Blaze at the target's location. After a short duration, the Searing Blaze explodes, inflicting 60539 to 66913 Fire damage to players within 2 yds. and knocking them into the air.

Searing Blaze: Creates a Searing Blaze at the target's location. After a short duration, the Searing Blaze explodes, inflicting 60539 to 66913 Fire damage to players within 2 yds. and knocking them into the air.

Stage Two: Contempt

Aura of Contempt: Emits a cursed aura, causing players to be unable to be healed above 80% of their maximum health. This effect increases over time.

In Mythic difficulty, this aura persists but decreases in strength when the phase ends.

Sovereign's Ward: The Ancient Sovereign casts a protective gaze upon its master, reducing damage taken by 90% for 20 sec. This effect is removed if the Ancient Sovereign dies.

Mannoroth

Bloodthirsty and brutal, Mannoroth was Archimonde's most feared enforcer, until he was felled by a mighty blow from Grommash's blade. Even in death, his blood was used by Gul'dan to fuel a dark bargain with the Iron Horde and their allies. Gul'dan and his minions now seek to reanimate the shattered remains of Mannoroth, that he may continue to serve the Legion.

Overview: Players initially face a set of Fel Iron Summoners that call servants of the Legion into Draenor. After their defeat, Gul'dan resurrects Mannoroth. When Mannoroth reaches 65% and 30% health, Gul'dan overcharges the Fel Spires to further empower the pit lord.

In Mythic difficulty, Gul'dan reclaims the Fel power from the Fel Iron Summoners to resurrect Mannoroth, keeping the Doom Lord's Fel Spire intact.

Mark of Doom: Marks the target with Doom. Upon taking damage Mark of Doom will detonate inflicting 146250 to 153750 Shadow to allies within 20 yards. If the Mark expires naturally then the target is Doomed.

Mark of Doom: Marks the target with Doom. Upon taking damage Mark of Doom will detonate inflicting 146250 to 153750 Shadow to allies within 20 yards. If the Mark expires naturally then the target is Doomed. (Mythic)

Felseeker: Mannoroth unleashes consecutive blasts in quick succession, dealing damage and knocking back enemies hit with Felseeker. The first inflicts 146250 to 153750 in a small radius, then 170625 to 179375 in a medium radius, and finally 243750 to 256250 Fire damage within a large radius of the area.

Stage Three: True Power:Gul'dan harnesses the power of a Fel Spire to return Mannoroth to his true form, destroying the Fel Spire and closing the portal to the Fel Imps.

Mark of Doom: Marks the target with Doom. Upon taking damage Mark of Doom will detonate inflicting 146250 to 153750 Shadow to allies within 20 yards. If the Mark expires naturally then the target is Doomed. (Mythic)

Felseeker: Mannoroth unleashes consecutive blasts in quick succession, dealing damage and knocking back enemies hit with Felseeker. The first inflicts 146250 to 153750 in a small radius, then 170625 to 179375 in a medium radius, and finally 243750 to 256250 Fire damage within a large radius of the area.

Wrath of Gul'dan: Wrath of Gul'dan causes Gripping Shadows on the nearest ally every 1 sec. Each player hit by Gripping Shadows reduces the stack of Wrath of Gul'dan. (Mythic)

Gripping Shadows: Inflicts 39000 to 41000 Shadow damage and increases damage taken by Gripping Shadows by 0% for until cancelled. This effect stacks. (Mythic)

Stage Four: EMPOWERMENT!:Gul'dan harnesses the power of a Fel Spire to Empower Mannoroth, destroying the Fel Spire and closing the portal to the Dread Infernals.

Fel Imp-losion: Inflicts 39000 to 41000 Fire damage to enemies within 3 yards, summoning a Fel Imp at the location of the explosion. (Mythic)

Empowered Mannoroth's Gaze: Empowered Mannoroth's Gaze horrifies the target for 4 sec, inflicting 390000 to 410000 Shadow damage to enemies within 8 yards, splitting damage to all players when removed and creating a pool of Gazing Shadows whose size is based on the number of enemies that split the Empowered Mannoroth's Gaze.

Empowered Felseeker: Mannoroth unleashes consecutive blasts in quick succession. The first inflicts 146250 to 153750 in a small radius of the area, then 165750 to 174250 in a medium radius, and finally 243750 to 256250 Fire damage within a large radius. The Empowered Felseeker inflicts additional damage to all enemies based on the distance from the point of impact.

Wrath of Gul'dan: Wrath of Gul'dan causes Gripping Shadows on the nearest ally every 1 sec. Each player hit by Gripping Shadows reduces the stack of Wrath of Gul'dan. (Mythic)

Gripping Shadows: Inflicts 39000 to 41000 Shadow damage and increases damage taken by Gripping Shadows by 0% for until cancelled. This effect stacks. (Mythic)

Archimonde

One of the original eredar who betrayed the draenei of Argus to take his place as the sinister hand of the dark titan Sargeras, Archimonde the Defiler commands the military might of the Burning Legion. He arrives in Draenor, reaching across space and time, to ensure that the invasion of Azeroth proceeds as planned, and that Gul'dan does not fail his Legion masters.

Overview: Archimonde assaults players with the might of the Burning Legion, gaining new abilities each time his health is reduced by 15%, eventually summoning [Rain of Chaos] to destroy Draenor.When a player is launched into the air by [Shadow Burst], their allies must catch them to avoid fatal damage.As Archimonde [Desecrates] the land, players must protect themselves with the [Light of the Naaru].When Archimonde reaches 40% health remaining, he begins to cast [Nether Banish], sending players to the Twisting Nether.

Tanks:[Death Brand] inflicts massive initial damage and periodic damage until Hellfire Deathcallers are killed.[Nether Banish] sends tanks to the Twisting Nether along with any other players within 10 yards.

Phase 1: The Defiler

Doomfire: Archimonde summons a Doomfire Spirit that persists until it is killed. While alive, the spirit will create a line of Doomfire that will pursue a player for 10 sec. before choosing a new target.Doomfire inflicts 15000 Fire damage every second for 8 sec. to players that come into contact with it. This effect stacks.

In Mythic difficulty, Doomfire is consumed when a player comes into contact with it. This effect stacks up to 15 times. When the Doomfire debuff expires, a new patch of Doomfire is created at that player's location.

Allure of Flames: Archimonde instantly pulls all Doomfire to several player's locations.

In Mythic difficulty, Allure of Flames inflicts 50000 Fire damage to all players for each Doomfire that is moved.

Shadow Burst: Archimonde knocks a player and their allies within 8 yards high into the air. All players knocked into the air explode for 544500 Shadow damage, split evenly among all players within 8 yards when they land.

In Mythic difficulty, Shadow Burst targets 3 players.

Death Brand: Archimonde brands his target, summoning a Hellfire Deathcaller, inflicting 420462 to 442026 Shadow damage and an additional 75467 Shadow every second until the Hellfire Deathcaller is killed.

Desecrate: Archimonde desecrates the land, inflicting 199000 to 201000 Physical damage to all players within 10 yards of the targeted location, summoning a spire of corruption. The spire inflicts 48750 to 51250 Shadow damage every 3 sec. to all players.Each active spire increases the damage done by Desecration.

Purifying Light: When Archimonde is weakened, Yrel summons the light to destroy all spires of desecration.

Phase 2: Hand of the Legion:When Archimonde reaches 70% health remaining, he calls on new powers to destroy his enemies.

Shackled Torment: Archimonde torments the souls of 3 random players inflicting 25000 Shadow damage every second until they are more than 30 yards from their soul. This effect increases by 10% with every tick.When removed, Unleashed Torment inflicts 82875 to 87125 Shadow damage to all players.

In Mythic difficulty, the range of Unleashed Torment is limited to 500 yards.

In Mythic difficulty, the range of Unleashed Torment is limited to 500 yards.

Wrought Chaos: Archimonde brands a player with several stacks of chaotic energy that explodes after 5 sec. The explosion inflicts 197640 Fire damage to any player in a straight line towards the target of Focused Chaos.Wrought Chaos jumps to the target of Focused Chaos with one less stack when it expires.

In Mythic difficulty, all players become the target of either Wrought Chaos or Focused Chaos when Archimonde casts Wrought Chaos.

Allure of Flames: Archimonde instantly pulls all Doomfire to several player's locations.

In Mythic difficulty, Allure of Flames inflicts 50000 Fire damage to all players for each Doomfire that is moved.

Death Brand: Archimonde brands his target, summoning a Hellfire Deathcaller, inflicting 420462 to 442026 Shadow damage and an additional 75467 Shadow every second until the Hellfire Deathcaller is killed.

Consume Magic: Dreadstalkers teleport to a random player and unleash a shrill cry, inflicting 117000 to 123000 Shadow damage to all players within 8 yards. This effect interrupts spell casts for 3 sec.

Demonic Feedback: Archimonde inflicts 74587 to 78413 Shadow to all players and an additional 74587 to 78413 Shadow damage to all players within 6 yards of each player hit. (Normal, Heroic, Raid Finder)

Shackled Torment: Archimonde torments the souls of 3 random players inflicting 25000 Shadow damage every second until they are more than 30 yards from their soul. This effect increases by 10% with every tick.When removed, Unleashed Torment inflicts 82875 to 87125 Shadow damage to all players.

In Mythic difficulty, the range of Unleashed Torment is limited to 500 yards.

In Mythic difficulty, the range of Unleashed Torment is limited to 500 yards.

(Raid Finder, Normal, Heroic)

Wrought Chaos: Archimonde brands a player with several stacks of chaotic energy that explodes after 5 sec. The explosion inflicts 197640 Fire damage to any player in a straight line towards the target of Focused Chaos.Wrought Chaos jumps to the target of Focused Chaos with one less stack when it expires.

In Mythic difficulty, all players become the target of either Wrought Chaos or Focused Chaos when Archimonde casts Wrought Chaos.

(Normal, Heroic, Raid Finder)

Nether Banish: Archimonde marks his current target, banishing them and everything within 8 yards to the Twisting Nether after 8 sec. When banished, a Nether Portal is torn open at the player's location, periodically summoning Living Shadows for the remainder of the fight. (Normal, Heroic, Raid Finder)

Living Shadow: Living Shadow periodically spawn from the Nether Portal and attack players. Each time a Living Shadow spawns from a portal, the rate at which they spawn is increased. (Heroic, Raid Finder, Normal)

Devour Life: Living Shadows devour life from their target, inflicting 219375 to 230625 Shadow damage and reducing their healing and absorption received by 20% for 45 sec. This act destroys the Living Shadow. (Raid Finder, Heroic, Normal)

The Nether (Normal, Heroic, Raid Finder)

Nether Storm: Storms form in the nether that inflict 50000 Fire damage to all players within the targeted area every second. (Raid Finder, Heroic, Normal)

Rain of Chaos: Archimonde calls down a rain of meteors to destroy Draenor that inflicts 97500 to 102500 Fire damage to all players with each impact. This effect is reduced the farther away a player is from the point of impact. (Raid Finder, Heroic, Normal)

Phase 3: The Twisting Nether:When Archimonde reaches 40% health remaining, he transcends. All of his enemies are drawn helplessly into the Twisting Nether, an endless, chaotic space from which few have ever returned... (Mythic)

Post by sidelsky18

Why is versatility on every boss drop? Is versatility becoming a normal stat like stamina?

Post by Vermund

Shadow-Lord Iskar? Wondering if he betrays his people or his people betray us.Socrethar made it out of Shattrath alive. Somehow I'm not surprised, but how the hell is Mannoroth still alive? So it was his blood after all Gul'dan fed to Kilrogg.

Post by Th3King

I'm thinking Iskar betrays his people.

Apparently he was kind of reanimated and stuck in a giant robot suit from what I understand.

Mannoroth was reanimated and is basically a zombie pit lord now.

Post by MadAltoholic

stupid question but for a player about to embark on PTR questing/raiding, does the PTR gear transfer to your live account once the patch is live?

Post by SoCalWoWGal

stupid question but for a player about to embark on PTR questing/raiding, does the PTR gear transfer to your live account once the patch is live?

No, anything that is earned on the PTR stays on the PTR. There is no transfer of items, achievements, levels or anything else onto the live client, the only thing that you can do is use the Character Copy feature to create a copy of your character from the live servers for testing purposes on the PTR.

Post by Rankkor

stupid question but for a player about to embark on PTR questing/raiding, does the PTR gear transfer to your live account once the patch is live?

Nope. It never has, neither for betas, nor PTRs. If they did, they'd kinda be mandatory to give raiders an edge when these encounters are released on the live realms. The only think you can take away from the PTRs is the experience and practice of the encounters.

Don't look so smug - I know what you're thinking, but the cinematic was merely a setback.

Dat placeholder.

Post by Asmundr

Because it's used as a placeholder stat.

Post by Lianorea

I get that they are going to reuse content from BC, but this is getting a little ridiculous..

Archimonde again?

Post by Gurablashta

I know they're reusing old content a bit too much... BUT I DON'T CARE! this is such a sexy post, I can barely contain myself! Hype Hype Hype!

Post by skystormer

Nope, you won't get the gear with you.

Post by Interest

Why is versatility on every boss drop? Is versatility becoming a normal stat like stamina?

Doubtful that the gear will actually have versatility. It's probably just a placeholder to determine how much the design team wants to budget in terms of secondary stat points.

I'm surprised some gear actually has names...

Post by moquitto

Just by looking over the dungeon journals, doesn't this look like SoO part 2 ? I mean, first 3 encounters resemble Galakras, Iron Jugg and Dark Shamman.

Post by mathiaslindberg

I get that they are going to reuse content from BC, but this is getting a little ridiculous..

Archimonde again?

I think you mean Kil'jaeden :P There's also new models. Warlocks might even get some updated pets :D

Post by BernySinara

lol Don't look so smug - I know what you're thinking, but the cinematic was merely a setback. xD

Post by Merafen

PLEASE update the warlock pet models!

Post by Megabucks

PLEASE update the warlock pet models!

Ah yes, someday this would be nice. And an option/glyph to have a demonic corehound beast instead of a floating butthole for the upgraded felpup. :/

Post by drainbamaged

im guessing Gul'dan Reanimated him somehow

Post by Humanoide

What really annoys me about Mannoroth being a zombie is that demons couldn't be revived because they lack souls (from the warcraft II manual). I was hoping we'd face Aggonar instead of him. Oh well, more retcons, I guess.